Game board with a play surface that is movable around a fixed game piece and related board game rules.

ABSTRACT

Disclosed is an amusement device having a board or other field and game-pieces movable over said board or field by contestants according to pre-set rules.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part of application Ser. No.12/355,723 (filed Jan. 16, 2009), Ser. No. 14/181,959 (filed Feb. 17,2014), and Ser. No. 14/857,572 (filed Sep. 17, 2015) for “Board Game:Six In a Dream.” The previous applications are hereby incorporated byreference.

STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable.

THE NAMES OF THE PARTIES TO A JOINT RESEARCH AGREEMENT

Not applicable.

REFERENCE TO AN APPENDIX SUBMITTED ON A COMPACT DISC AND AN INCORPORATEDBY REFERENCE OF THE MATERIAL ON THE COMPACT DISC

Not applicable.

STATEMENT REGARDING PRIOR DISCLOSURES BY THE INVENTOR OR A JOINTINVENTOR

Reserved for a later date, if necessary.

BACKGROUND OF THE INVENTION

1. Field of Invention

The following relates generally to amusement devices having a board orother field where the board or field is movable relative to a fixedobstruction and where game-pieces are movable over said board or fieldby opposing players according to pre-set rules.

2. Background of the Invention

Typically, board-games within the genre of the present applicationinvolve a turn by-turn contest between opponents who each control themovement of a set of hierarchal game-pieces, one game-piece at a time,throughout a playing board or field. Normally, the field has a finitenumber of locations where game-pieces may be positioned, and opposinggame-pieces are captured (i.e., removed from the board or field) bymoving an allied game-piece to a terminal location occupied by saidopposing game-piece. Generally, game-pieces are strategicallypositioned, captured, sacrificed, and exchanged until an opponent'shierarch game-piece is captured and the capturer is declared the winner.

One short-coming of games presently known in this art is that the layoutof the field or board remains the same throughout any given contest. Inother words, the finite locations within the field whereon game-piecesmay be positioned remain the same throughout a game. Such a non-changinglayout leads to monotony in game-play and imposes a ceiling on thegame-strategy. Some have attempted to solve this problem by blacking-outlocations on a board whereby game-pieces may not occupy or move past theblacked-out locations. See U.S. Pat. No. 1,056,526 (the central locationon the field is blacked-out). While such a feature may modify the board,the field locations for game-piece positioning are not dynamic and theproblem of a strategy ceiling is not solved. Still, others haveattempted to solve this problem by introducing additional contestantsinto the game whereby contestants are eliminated until two remain, andwherein the game-pieces of the eliminated contestants become immovableand black-out the locations which they occupied at elimination of theircontroller. See U.S. Pat. No. 3,963,242. Such a solution is inadequatebecause during the contest, the board layout remains the same to theparticipating contestants, just as before.

Another shortcoming of games presently known in this art is that acontestant's game-pieces may only be captured or removed from the boardor field at the election of the opponent. Adding an additional optionwherein a contestant may electively capture or remove allied game-pieceswould provide a beneficial component for strategizing victory, andincrease the intellectual stimulation of the game.

Yet another shortcoming of games presently known in this art is thatcontestants may only move or manipulate allied game-pieces. There is aneed for an additional option wherein a contestant may electively moveor manipulate opposing game-pieces. This option would provide anadditional component for strategizing victory, and increase theintellectual stimulation of the game. Furthermore, such a feature wouldbring the element of sabotage to bear on the opposition's game-playstrategy.

Yet still, another shortcoming of games presently known in this art isthat each game-piece typically has a predetermined move path that doesnot change adequately throughout the game. There is a need for a gamefeature of additional option wherein game-piece movement or move path isdependent on other game elements, for instance the frequency by which agame-piece is utilized, would increase the intellectual stimulation ofthe game.

Another shortcoming of games presently known in this art is thattypically only one allied game-piece may be moved at a time, rather thanat least two simultaneously. Movement of one game-piece at a time slowsthe speed of the game and prevents any single move from being morevaluable than any other move of the same game-piece. Furthermore, thereis a need for an additional option wherein more than one game-piece maybe moved simultaneously.

Another shortcoming of games presently known in this art is that gameoutcomes frequently depend only on the capturing of one game-piece. Forinstance, a winner in chess is only determined by capturing theopponent's king. Games of this type may end in a draw or stalemate. Itis not desirable to have outcomes where no one is declared a winner.

SUMMARY OF THE INVENTION

Accordingly, it is an object of the present application to provide aboard game wherein the area for game-piece movement is effectivelydynamic.

It is a further object of the present application to provide a boardgame wherein a contestant's game-pieces may be electively captured orremoved from the board or field at the election of the opponent or thecontestant.

Yet another object of the present application is to provide a gamewherein contestant may capture, remove, move, or manipulate alliedgame-pieces as well as the opponent's game-pieces.

Yet another object of the present application is to provide a gamewherein each game-piece may have a predetermined move path that does notchange throughout the game, or a sequence of possible moves which dependon the frequency by which the particular game-piece has been utilizedduring game play.

Yet another object of the present application is to provide a gamewherein more than one allied game-piece may occupy any one of the finitelocations within the board or field.

Yet another object of the present application is to provide a gamewherein more than one allied game-piece may be moved at a time.

Yet still, another object of the present application is to provide agame wherein game outcomes may be determined by means other than whichplayer captured the opponent's hierarch game-piece.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

Other objectives of the disclosure will become apparent to those skilledin the art once the invention has been shown and described. The mannerin which these objectives and other desirable characteristics can beobtained is explained in the following description and attached figuresin which:

FIG. 1 is a top view of the hexagonal field 100, defined by columns 1through 11 and rows A through U of hexagons 101;

FIG. 2 is a top view of the hexagonal field 100 depicted in FIG. 1, andshows basic movement paths and styles of the game;

FIG. 3 depicts a selected segment of the field 100 and illustratesgenerally the removal of rival game-pieces;

FIG. 4A depicts the field 100 and illustrates the initial positioning ofthe game-pieces during a contest;

FIG. 4B depicts the movement of the particular game-pieces;

FIG. 4C depicts the movement of the foxy vix'n 211 game-piece;

FIG. 4D depicts the movement of the donkey oatey 212 game-piece;

FIG. 4E depicts movement of the neutral knocker 102 game-piece;

FIG. 4F depicts movement of the neutral knocker 102 game-piece;

FIG. 4G depicts movement of the neutral knocker 102 game-piece;

Table 5 is an example of a game play record which may be used during anygiven contest to record important game information; and

FIG. 6 depicts game piece upgrades.

It is to be noted, however, that the appended figures illustrate onlytypical embodiments of this invention and are therefore not to beconsidered limiting of its scope, for the invention may admit to otherequally effective embodiments that will be appreciated by thosereasonably skilled in the relevant arts. Also, figures are notnecessarily made to scale but are representative.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Overview. In general, the game of the present application is suitably arecreational and competitive one-on-one contest between players who eachalternatingly and strategically manipulate respective sets ofhierarchally valued game-pieces. The game-pieces are movable,turn-by-turn according to pre-set parameters, over a field. Eachrespective contestant begins with a set of twenty-four game-pieces,distinguishable by color (usually light versus dark) and preferablyconsisting of different game-piece classes. Each game-piece class ishierarchally distinguished by shapes, and usually features its ownrespective movement styles/capabilities, upgrade/modifying potential,and game importance. Allied or rival game-pieces are respectively andelectively captured (i.e., removed from the game-board) as a consequenceof game-piece movements. However, points are only earned by endangeringthe rival hierarch game-piece for capture. A game ends when anadversary's hierarch game-piece cannot avoid capture in a single moveafter the first threat of capture, or when the contestant with thefewest points concedes. Ultimately, a win is awarded to the contestanthaving the most points.

The Field of Play. FIG. 1 is the top view of a field of play 100 whichsignifies a predetermined area that confines the game and whichdetermines a finite number of potential game-piece positions. Asdepicted by this figure, the field 100 is generally hexagonal anddefines a pattern of ninety-one tessellated hexagons 101, situatedwhereby six of the tessellated hexagons 101 occupy each side of thehexagonal field 100. During a game, all active game-pieces must bepositioned on a hexagon 101, and generally, the contestants manipulatethe location of their game-pieces, per turn, by moving pieces between astart hexagon 101 and a terminal hexagon 101. Subject thereto, eachhexagon 101 may, in the atypical game-play scenario discussed laterbelow, accommodate two or more allied game-pieces.

FIG. 1 also illustrates the coordinate system for the specificidentification of each of the ninety-one hexagons 101 within the field100. More specifically, each hexagon 101 is suitably identified with arespective point on the coordinate plane. The numbers 1 through 11,moving from left to right in FIG. 1, identify respective hexagon 101columns; and, the letters A through U, moving from top to bottom in FIG.1, identify respective hexagon 101 rows. Accordingly, any number andletter combination falling within the stated ranges identifies aspecific hexagon 101. For example, the center hexagon 101 corresponds to6K. This coordinate system allows players to fully articulate game-piecemovement within the field 100, including possible computer programmingcommands. It is contemplated that this game is susceptible to board playor play via computer means.

General Game-Piece Movement. As stated above, the game of the presentapplication contemplates the strategic manipulation of the game-piecesover the field 100, between a start hexagon 101 and terminal hexagon101. The start hexagon 101 is determined by the pre-move location of thegame-piece. The terminal hexagon 101 is essentially defined by twocomponents: movement style; and, movement duration. The movement stylesuitably dictates how a game-piece moves from hexagon-to-hexagon 101.The movement duration dictates how far (i.e., how many hexagons 101) agame-piece travels during a single move. As discussed below, thedifferent classes of game-pieces have different restrictions regardingmovement style and movement duration.

FIG. 2 depicts the field 100 as previously shown in FIG. 1 andillustrates the basic game-piece movement styles with arbitrary movementdurations. As illustrated by the figure, game-piece movement andposition manipulation are confined to the field 100, wherein essentiallythree general types of hexagon-to-hexagon 101 movements are permissibledepending on game-piece classification. In other words, during acontest, players will alternatingly manipulate the positions of theirgame-pieces (usually one at a time but sometimes more than one at atime) generally according to the below stated conventions.

The first type of game-piece movement, illustrated by FIG. 2, is “acrosslines,” wherein game-pieces move in a single direction to a terminalhexagon 101 across the mutual sides of the traversed hexagons 101. Inthe figure, the “across lines” movement is typified by a game-piecemoving five hexagons 101 from start 6A to terminal 11F (line XL to XL′)or a game-piece moving three hexagons 101 from start 4C to terminal 4I(line xl to xl′). The second basic game-piece movement, illustrated byFIG. 2, is “along lines,” wherein game-pieces move to a terminal hexagon101 in a single direction along the point-to-point line of non-adjacenthexagons 101. In the figure, the “along lines” movement is typified by agame-piece moving four hexagons 101 from start 8S to terminal 4G (lineAL to AL′) or a game-piece moving two hexagons 101 from start 7R toterminal 3R (line al to al′). Finally, the third basic game-piecemovement, illustrated in the figure, is “shallow angled,” whereingame-pieces move “along lines” or “across lines,” but change directionby a single shallow angle mid-move. For example, in the figure, the“shallow angled” movement is typified by a game-piece moving threehexagons 101 from start 5T to 2Q and two hexagons 101 from 2Q toterminal 2M (line SA to SA′ to SA″), or a game-piece moving one hexagonfrom start 1J to 3J and two hexagons from 3J to terminal 5P (line sa tosa′ to sa″).

Unlike movement style (which involves the path of the game-piece),movement duration (the number of hexagons 101 traveled by a game-piece)is influenced by many considerations. First, the start hexagon 101 ofthe moving game-piece is a factor since a game-piece is confined by theperimeter of the field 100. Accordingly, any game piece may only have amovement duration which results in a terminal hexagon 101 within thefield 100. Second, in general, game-pieces may not move through hexagons101 which are occupied by rival game-pieces (but discussed later beloware game-piece classifications which “jump” or move over game-pieces inthe move path). Therefore, a moving game-piece's movement durationgenerally must either: produce a terminal hexagon 101 whereon the rivalgame-piece is located (this results in game-piece capture as discussedbelow); or, produce an unoccupied terminal hexagon 101 in between thestart hexagon 101 and the rival game-piece on the given move path.Third, some game-piece classifications have mandatory movementdurations, as discussed below. Fourth, game-piece movement may notgenerally move past or through a neutral knocker 102 game-piecediscussed further below. Finally, a contestant's game strategy willaffect the movement duration of any given move.

General Game-Piece Capture. In general, non-moving allied and rivalgame-pieces may be strategically captured (i.e., removed from the field100) as the result of game-piece movements. The mechanisms for capturingrival versus allied game-pieces are different than those for capturingallied versus allied game-pieces. Additionally, with a few exceptionsdiscussed below, both allied and rival game-pieces may not be removed asthe result of one turn (i.e., only allied or only rival game-pieces canbe removed on any one turn).

FIG. 3 depicts a selected segment of the field 100 and illustratesgenerally the mechanism for capturing rival game-pieces. Rivalgame-pieces are captured when positioned at the terminal hexagon 101 ofan allied game-piece. As seen in FIG. 3, the light game-piece 102captures the rival dark game-piece 103 by moving to from 4C to terminal6A (4C×6A). Whenever, in the rare circumstance, two or more allied gamepieces occupy the terminal hexagon 101 of a rival, all alliedgame-pieces are captured.

During any given move, a contestant may select a route whereby thecapturing of a rival game-piece(s) is avoided. However, a rivalgame-piece may not typically be “jumped” (i.e., passed-over) by anallied game-piece move path. Instead, the move must either terminate atthe rival game-piece or at a terminal hexagon 101 preceding the rivalgame-piece in the move line (i.e., a shorter movement duration). Subjectthereto, some game pieces may “jump” rival game-pieces.

Allied game-pieces may be captured in a number of ways. First, an alliedgame-piece may be electively removed from the field 100, as a turn,instead of repositioning a game-piece. Second, some or all alliedgame-pieces that are within the move line or at the terminal hexagon 101of the moving game-piece may be removed as part of the turn. The moveline is the line created by extending the move path to either: the field100 perimeter; a rival game-piece; a non-removable allied game-piece(discussed below); or the neutral knocker 102 (discussed below). Duringa move, allied game-pieces at the terminal hexagon must be captured.Within the move line, allied game-pieces between the start and terminalhexagons 101 must be captured. By contrast, allied game-pieces withinthe move line but not between the start and terminal hexagons 101 may becaptured at the election of the moving player. Finally, some game pieces“jump,” instead of capture, the allied game-pieces between the start andterminal hexagons 101.

FIG. 3 illustrates the removal of allied game pieces. As seen in FIG. 3,the three dark game-pieces 104 occupying 2E, 6E and 10E, are in the moveline (in this instance, the E row) of another dark game-piece 105 as itmoves from start 4E to terminal 10E. This move typically results inmandatory removal of the dark game-pieces 104 occupying 6E and 10E. Themoving player may elect to, but need not, remove the dark game-piece 104occupying 2E as part of the same move.

Rival and allied game pieces may not be removed as part of the sameturn. Accordingly, with a few exceptions discussed below in connectionwith game piece classification, removing one or more allied game-piecesduring a turn prevents the capture of a rival game-piece. In otherwords, a contestant must select a move path whereby allied game-pieceremoval is avoided in order to capture a rival game-piece.

Game-Piece Classifications. Each set of rival and allied game-piecesfeature a number of different classifications. Game-piece classificationdetermines game-piece initial positioning, movement style, movementduration, allied game-piece removal capabilities, upgrade potential (theability to have abilities modified), and strategic value. Theclassification of any given game-piece is preferably identifiable viathe shape of the game-piece, since each classification has at least onedistinguishing shape. The game of the present application has eightbasic game-piece classifications and the characteristics of each classare depicted in FIGS. 4a through 4d . It should be noted that, while thegame-pieces may feature stylized names and shapes, for purposes of thisapplication the important consideration is the function and the playattributes of the various pieces. In other words, the styles of thepieces are not necessarily intended as a limitation of the scope of thisapplication.

1. The Drone 200.

Each set of allied and rival game-pieces suitably features a singledrone 200. The drone 200 is identified by the shape of a flying cross,as depicted in the FIGS. 4a and 4b . The drone 200 is the hierarchgame-piece, and game-play centers around collecting points by placingthe opposing drone 200 in danger of capture. As seen in FIG. 4a , thedrone 200 is initially positioned at the point of the field 100 behindall other game-pieces (light=6U; Dark=6A; or, vice versa). Asillustrated by FIG. 4b , a drone 200 may move one hexagon 101 in anydirection “across lines” or “along lines.” The drone 200 is notupgradable. Movement of a drone 200 may result in the capture of rivalor allied game-pieces. However, a drone 200 can neither be captured bythe movement of an allied game-piece nor be captured in lieu ofgame-piece movement.

2. The Nix 201.

Each set of allied and rival game-pieces suitably feature eleven nix201. The nix 201 may be identified by the shape of a circle or obtusetriangle, as seen in FIGS. 4a through 4d . The nix 201 are the frontline of defense for the allied drone 200, or short-range infantry forendangering the rival drone 200. As seen in the FIG. 4a , the nix 201are, at the outset of the game, opposingly positioned to the rivalgame-pieces, one per column in front of the other allied game-pieces((light=1N, 2O, 3P, 4O, 5P, 6Q, 7P, 8O, 9P, 10O, 11N; Dark=1H, 2G, 3F,4G, 5F, 6E, 7F, 8G, 9F, 10G, 11H; or, vice-versa).

As illustrated by FIG. 4b , a nix 201 may generally only move onehexagon 101 (or two as a first move) columnarly “across lines” towardthe opponent (i.e., forward, 1N to 1L). However, the nix 201 may onlycapture a rival game-piece(s) at one hexagon 101 away in a forward“shallow angle” (for example 1N×2M in FIG. 4b ). As part of the sameturn which achieves advancement of the nix 201 to the rival end of anycolumn (for example, 1H to 1F in FIG. 4b ), or any time thereafter, eachindividual nix 201 may either be: (1) upgraded to any other alliedgame-piece; (2) swapped locations with an un-captured allied game-piece;(3) traded for a captured allied monad combined with an allied morx 300(discussed below); or (4) traded for an allied morx 300 which may becombined with any un-captured allied monad (discussed later below).

3. The Monads: the Engineer 202, the Scientist 203, and the Politician204.

Each set of allied and rival game-pieces suitably feature seven monadgame-pieces. For example, the light and dark game-piece sets of thepresent embodiment feature two engineers 202, two scientists 203, andthree politicians 204. The engineer 202, the scientist 203, and thepolitician 204 are usually identified, respectively, by the shape of aspark plug, a cone, and a top hat, as seen in FIGS. 4a and 4b . Themonads are primarily long-range offensive (i.e., attack) units forcapturing rival game-pieces. Monads generally have minor defensive valuefor reasons discussed further below. As seen in the FIG. 4a , the monadsare initially positioned behind the nix 201 at the respective corners ofthe field 100 in the same relative positions as, but not mirrored to,the rival monad game-pieces (dark may=engineers 202 at 2E and 7B,scientist 203 at 3D and 7D, politician 204 at 4C, 8C and 11F; and, lightmay=engineers 202 at 5T and 10Q, scientist 203 at 5R and 9R, politician204 at 1P, 4S and 8S).

As illustrated by FIG. 4b , a monad, for example the depicted engineer202, may move one or more hexagons 101 in any direction “along lines”(for example 9L to 1L; 9L to 11F; 9L to 10O; or, etcetera). Monadsfollow standard capture procedure and do not “jump” game-pieces. Asmentioned above, the monads have minor defensive value since the “alonglines” movement does not allow the monad game-pieces to endanger rivalgame-pieces in the hexagon 101 immediately adjacent to their position.For example, the engineer 202 depicted in FIG. 4b on 9L cannot capturethe rival nix 201 on 10K. The monad game-pieces are upgradeable to anastrix 400 as discussed below.

4. The Pirouette 205 and the Bureaucrat 206.

Each set of allied and rival game-pieces suitably feature one pirouette205 and two bureaucrat 206 game-pieces. The pirouette 205 and thebureaucrat 206 are usually identified, respectively, by the shape of atwirling top and a square, as seen in FIGS. 4a and 4b . Thesegame-pieces are long-range offensive units for endangering the rivalgame-pieces, but these game-pieces are also strong defensemen forreasons discussed below. As seen in the FIG. 4a , the single pirouette205 and the two bureaucrats 206 are initially positioned behind the nix201 and among the monads, in the same relative positions as, but notmirrored with, the equivalent rival game-pieces (dark may=pirouette 205at 5D and bureaucrat 206 at 1F and 10E; and, light may=pirouette 205 at7R and bureaucrat 206 at 2Q and 11P).

As illustrated by FIG. 4b , a pirouette 205 or bureaucrat 206, forexample the depicted bureaucrat 206, may move one or more hexagons 101in any direction “across lines” (for example 4E to 4C; 4E to 9J; 4E to1H; or, etcetera). The pirouette 205 and bureaucrat 206 follow standardcapture procedure and do not “jump” game-pieces. As mentioned above,these game-pieces have major defensive capabilities and value since the“across lines” movement permits the endangerment of rival game-pieces inthe hexagons 101 immediately adjacent to their position. For example,the bureaucrat 206 depicted in FIG. 4b on 4E may capture the rivalpirouette 205 on 5D.

5. The Tor Mentor 207.

Each set of allied and rival game-pieces suitably feature one Tor Mentor207. The Tor Mentor 207 is usually identified by the shape of a bottleopener, as seen in FIGS. 4a and 4b . This game-piece is the most capablegame-piece. As seen in the FIG. 4a , the Tor Mentor 207 is initiallypositioned behind the nix 201 and next to the allied drone 200(light=7T; and, dark=5B). As illustrated by FIG. 4b , the Tor Mentor 207may move one or more hexagons 101 in any direction “across lines” or“along lines” (for example 3P to 3D; 3P to 7D; 3P to 11P; 3P to 6S; 3Pto 4S; 3P to 2Q; or, etcetera). The for mentor 207 follows standardcapture procedure and does not “jump” game-pieces. As mentioned above,these game-pieces have the most capabilities since the “across lines”and “along lines” movement permits the endangerment of game-pieces onall the hexagons 101 within the Tor Mentor's 207 radial vicinity.

6. The Foxy Vix'n Donkey Oatey 210.

Each set of allied and rival game-pieces suitably feature one Foxy Vix'nDonkey Oatey 210. The Foxy Vix'n Donkey Oatey 210 is a split personalitygame-piece whose personalities manifest at different times of the game,depending on different facts and circumstances discussed below. The FoxyVix'n personality 211 is usually identified by the shape of a downwardlypointing triangular head, while the Donkey Oatey personality 212 isusually identified by the shape of an upwardly pointing tail, as seenside-by-side in FIGS. 4a and 4b . As depicted in FIG. 4a the Foxy Vix'nDonkey Oatey 210 is usually initially positioned on the player's leftside, behind the nix 201, and among the monad and bureaucrat 207game-pieces (light=3R; and, dark=9D).

a. The Foxy Vix'n 211 Personality.

A foxy vix'n 211 may move in any direction straight “across lines,” or“shallow angled” “across lines.” Subject thereto, the foxy vix'n 211“jumps” non-moving game-pieces and may only capture rival or alliedgame-pieces at her terminal hexagon 101. Furthermore, the movementduration for foxy vix'n 211 is preset and depends on the number of timesfoxy vix'n 211 has previously been moved since the most recentappearance of the foxy vix'n on the field 100. The foxy vix'n's 211first movement is one hexagon 101; second, two hexagons 101; third,three hexagons 101; fourth, four hexagons 101; and, five hexagons forany move thereafter. To facilitate player recognition of the mandatorymovement duration for each foxy vix'n 211 move, a game play record maybe kept wherein the number of previous foxy vix'n 211 moves, up to atleast the first five movements, is preferably logged. As an addedbenefit of the record, a contestant may state his or her desired movebefore executing it so the opposing player may judge the propriety ofthe move. FIG. 5 is an example of such a game record.

As seen in FIG. 4c , the foxy vix'n 211 “jumps” game-pieces, wherebyonly game-pieces on her terminal hexagon 101 are removed or captured.Although foxy vix'n 211 must remove rival game-pieces occupying foxyvix'n's 211 terminal hexagon 101, the foxy vix'n 211 may elect to shareits terminal hexagon 101 with an allied astrix 500, donkey oatey 212, ordonkey oatey 212 on a supported game-piece (all discussed furtherbelow), rather than removing the game-pieces from the field 100. Oncetogether on the same hexagon 101, both the foxy vix'n 211 and the othercompanion pieces (discussed below) may electively move simultaneously ina single turn so long as neither game-piece violates its respectivemovement parameters. It should be noted that a foxy vix'n 211 andcompanion game-piece (discussed below) moving in concert may remove bothallied and rival game pieces during a single turn. This mechanism doesnot violate the previous rules stated above since the foxy vix'n 211 isdeemed to capture the rival piece at the terminal hexagon 101 and theastrix 400 (discussed below) is deemed to capture the allied pieces inthe move line.

To illustrate foxy vix'n movements, FIG. 4c depicts one possiblesequence of six moves: 2O×2O; 2O-4O; 4O×4I; 4I-5B; 5B-6K; and, 6K×8S.

b. The Donkey Oatey 212 Personality.

Like the foxy vix'n 211, a donkey oatey 212 may move in any directionstraight “across lines” or “shallow angled” “across lines.” The donkeyoatey 212 may not capture rival game-pieces except for those at thedonkey oatey's 212 terminal hexagon 101. However, unlike the foxy vix'n211, donkey oatey 212 may, but need not, remove allied game-pieceswithin its move line. Also unlike foxy vix'n 211, the donkey oatey 212takes all possible move paths to its terminal hexagon 101,simultaneously. Accordingly, any allied game-pieces may be electivelyremoved along all possible donkey oatey 212 move paths.

The donkey oatey 212 follows mandatory movement durations, per turn,which are preset and depend on the number of times donkey oatey 212 haspreviously been moved since its most recent appearance on the field 100.Donkey oatey's 212 first and second movements are both electively one ortwo hexagons 101; its third, four hexagons 101; fourth, three hexagons101; its fifth, five hexagons 101; its sixth, six hexagons 101; itsseventh, four hexagons 101; its eighth, eight hexagons 101; its ninth,six hexagons 101; its tenth, five hexagons 101; eleventh, three hexagons101; twelfth, four hexagons 101; thirteenth, two hexagons 101; andfourteen, begin a repeat of the sequence starting at the third move. Tofacilitate player recognition of the mandatory movement duration foreach move, a game play record may be kept wherein the number of timesthe donkey oatey 212 has been moved is preferably logged. Furthermore,the players could state their desired move before executing it wherebythe opposition may check the record and judge the propriety of thestated move before execution thereof. An example of such a game-playrecord has been provided in FIG. 5.

A consequence of mandatory movement durations beyond five hexagons isthat positioning the donkey oatey 212 game-piece near the center of thefield before such lengthy moves could potentially result in a donkeyoatey 212 stalemate. A donkey oatey 212 stalemate results where noterminal hexagons 101 are available to accommodate the mandatory moveduration of the game-piece. For instance, a donkey oatey 212 at start 6Kon its sixth, eighth, or ninth move has no potential terminal hexagons101 and must remain indefinitely on 6K. A donkey oatey 212 stalemate maybe broken in a number of ways discussed below.

During movement as seen in FIG. 4d and like the foxy vix'n 211, thedonkey oatey 211 “jumps” rival game-pieces during a move. Alliedgame-pieces in its move path, on the other hand, may be electivelyjumped or captured along all possible move paths. The donkey oatey 212must take rival game-pieces at the terminal hexagon 101. Donkey oatey212 may electively share a terminal hexagon 101 with an alliedgame-piece whereby both game-pieces may move in concert in subsequentturns, so long as neither game-piece violates their respective movementrules. Otherwise, the pieces must be moved separately over multipleturns.

To illustrate donkey oatey 212 movements, FIG. 4d depicts one possiblesequence of fourteen moves: 2O-2O; 2O-4O(×3N, 3P, and 6O); 4O-6U; 6U×9R;9R-11J; 11J-11F; 11F-7B; 7B-3D; 3D-7P; 7P×10G; 10G-5F(×7D); 5F-7J;7J-3H; 3H-1F(×2G); and, 1F-1J. As seen in the figure, on the first turn,donkey oatey 212 electively moves to terminal 2O with an allied engineer202, and they both move simultaneously on the second (2O-4O) and thirdturns (4O-6U), but follow different move paths (engineer 202 dotted;donkey oatey 212 dashed). The companion engineer 202 may electively beremoved or left at terminal 6U after the third turn. Conversely, on theninth move (7P×10G) the allied engineer 202 at donkey oatey's 212terminal hexagon 101 was electively removed. As illustrated in thefigure by the second (2O-4O) and third (4O-6U) turns, and among many ofthe other moves depicted, the donkey oatey 212 game-piece passes overall move paths (typically two separate paths) to its terminal. Alliedgame-pieces may be removed from all move lines as discussed above.During the second turn (2O-4O), for example, the engineer's 202 movementline allows the allied nix 201 at 60 to be removed from the field 100,but the donkey oatey's 212 movement line allows elective removal of theallied pirouette 205 at 3P and for mentor 207 at 3N.

The movement sequence for donkey oatey 212 stated above is generallyabsolute, but there are two exceptions. First, if the donkey oatey 212and the drone 200 occupy the same hexagon 101, the game-pieces may, insome cases, be moved in concert according to the move rules of the drone200. Second, different movement rules also apply when the donkey oatey212 occupies the hexagon 101 which also supports the Neutral Knocker 102(discussed below). These moves are discussed further below. Moreover,these moves may resolve a donkey oatey 212 stalemate (also, a nix 201may swap hexagons 101 with a stalemated donkey oatey 212 after advancingto the end of its column, as discussed above).

In addition to its movement abilities outlined above, donkey oatey 212has passive features which influence the other game-pieces. Forinstance, a rival game-piece occupying an allied terminal hexagon 101may not be removed if the rival donkey oatey 212 is occupying a hexagon101 anywhere in the movement line (i.e., the move may not be made).

It should be noted that the donkey oatey 212 and other game piecesmoving in concert may remove both allied and rival game pieces during asingle turn. This mechanism does not violate the previous rule statedabove, since one piece is deemed to capture the rival piece at theterminal hexagon 101 and the other piece is deemed to remove the alliedpieces in the move line.

c. Alternating Between Foxy Vix'n 211 and Donkey Oatey 212.

The foxy vix'n donkey oatey game-piece 210 is a split personality—thefoxy vix'n 211 (heads); and, the donkey oatey 212 (tails). Eachpersonality has different attributes and characteristics. To determinewhich personality manifests first, a coin may be tossed at the beginningof the game with heads and tails of the coin representing the respectivepersonality. Throughout the game, the personalities may alternate, orchange, based on various events. For example, personality may switchafter: the passing of a pre-set amount of time (periodic personalityswitching); the happening of an event (such as the removal of anopponent's game-piece from the field 100); or the placement of the foxyvix'n donkey oatey 210 within a certain section of the field 100—forinstance, the left half of the field 100. Any of these factors may beincorporated as the only means for switching personality or one of manymeans for switching personality during a given contest.

7. Neutral Knocker 102.

The neutral knocker 102 is a single game-piece with loyalty to neitherthe light nor the dark game-piece sets. The neutral knocker 102 isusually identified by a hexagonal or cylindrical pillar, as depicted inFIGS. 4A through 4D. As shown in FIGS. 4E through 4G, the neutralknocker 102 may be moved relative to the field by either player, atleast once per game. The role of the neutral knocker 102 is to occupy asingle hexagon 5100 on the field 100 whereby both rival and alliedgame-piece movements are blocked passively thereby. In other words,non-neutral game-pieces may not occupy or “jump” (from any of the 12directions either “across lines,” or “along lines”) the neutral knocker102 and its occupied hexagon 5100.

The neutral knocker 102 renders the playing field 100 dynamic, since theaccessible terminal hexagons 101 for any given game-piece change withneutral knocker 102 movements. In other words, the accessible hexagons101 for any given game-piece movements are usually different afterneutral knocker 102 movement than before. The neutral knocker 102 mayneither capture nor be captured. The neutral knocker 102 is not usuallyupgradeable, as previously defined.

As stated above, although initially placed at the center of the board6K, the neutral knocker 102 may be moved relative to the field 100 apreset number of times per player per contest, (for example, one moveapiece). FIGS. 4E through 4G illustrate one embodiment of a game playfield 100 and neutral knocker where the field is moved relative to theneutral knocker 102 during game play. Referring first to FIG. 4E, theneutral knocker 102 may suitably be cylindrical and secured to a table5000 in an upright position and passed through the center hexagon 5100of the field 100. In one embodiment, the neutral knocker may be definedby an umbrella pole of common patio furniture tables. In thisembodiment, the field 100 is generally hexagonal and defines a patternof ninety tessellated hexagons 101, and an empty center hexagon 5100,situated whereby six of the tessellated hexagons 101 occupy each side ofthe hexagonal field 100. Separate regular polygons (here ninety) aretessellated within (optional) perimeter frame pieces [having (optional)column and row markings] around a neutral knocker 102 [Here, centeredaround a table umbrella pole]. Thus, the center hexagon 5100 is absentfrom a normally ninety-one hexagon 5200 tessellated field 100. As shownin FIG. 4F, in this particular embodiment, the hexagons 5200 areindividually removable so that when adjacent hexagons 5200 are removed,the neutral knocker 102 may be guided through the path 5300 to a newlocation relative to the field 100 e.g. as the field 100 is shifted overthe table 5000. For example, a player for a move of the neutral knocker102 may opt to remove one or more polygons 5200 so that the whole gameboard assemblage 100 may be slid across the table top 5000 until theboard 100 location chosen by the player for the missing polygon 5200 isoccupied by the neutral knocker 102. The two crooked arrows of FIG. 4fshow the directions and distance the game board 100 traveled on themove. Referring now to FIG. 4G, the game play pieces may be replaced inthe void 5300 so that the neutral knocker 102 now occupies a differentpositioned relative to the field 100. The field is still defined byninety hexagons 5200 that are available for game play. After (orintermittently as) the whole game board assemblage 100 has been slidacross the table top 5000 until the board location chosen by the playerfor the missing polygon 5200 is occupied by the neutral knocker 102, theremoved polygons 5200 are replaced in the game board 100. The polygonthat was in the position now occupied by the neutral knocker 102 isplaced in the last unoccupied game board space. As shown, the two facesof each polygon may be two different colors. During a game, all activegame-pieces must be positioned on a hexagon 101, and generally, thecontestants manipulate the location of their game-pieces, per turn, bymoving pieces between a start hexagon and a terminal hexagon.

In a different embodiment, tessellated polygons may also be inlayed orglued to and cover the whole table top. In this case, the cornerpositions of the extent of the game board at game start could be markedwith tape, coins, etc. A game board move would then consist of movingevery one of the game pieces the same number of spaces to the samerelative end space they would have been at if moved together on anassembled game board. The game board corner marker's would also bemoved. If game size is scaled up (ex.: from inches to feet), the neutralknocker could be a flagpole, tether ball pole, etc. and the polygonscould be commercially available pavers of clay, concrete, etc.

If not inlayed, a game board move could be achieved by moving individualpavers from one game board edge and tessellating them along other edgesuntil the desired configuration in relation to the stationaryobstruction is achieved. The game board pieces would also be moved asappropriate. Moving all of the individual game board polygons & gamepieces to the correct move end positions may in itself be a majorintellectual exercise. In scaled up games, moving large game pieces andboard polygons, especially those made of concrete or stone, offers anopportunity for much needed physical exercise [interspersed within longperiods of inactivity] that is more context appropriate than ChessBoxing.

The neutral knocker 102 influences the movement of the othergame-pieces. First, any movement line of any game-piece except donkeyoatey 212 and foxy vix'n 211 will effectively terminate at the neutralknocker 102 (i.e., game-pieces beyond the neutral knocker 102 may not becaptured and desirable destination hexagons 101 beyond the neutralknocker 102 are not viable). Second, the neutral knocker 102 affectsdonkey oatey 212 movement when the neutral knocker 102 and the donkeyoatey 212 occupy the same hexagon 101. For example, if the neutralknocker 102 has not previously been moved by either contestant, both itand the donkey oatey 212 may be moved to any of the unoccupied hexagons101 on the field 100, thereby disregarding and temporarily suspendingthe movement sequence of the donkey oatey 212. For another example, ifthe neutral knocker 102 is being moved for the second time whileassociated with the same donkey oatey 212 as the first neutral knocker102 move, there are two possibilities: (1) where there has been nointerim separation between the two game-pieces (neutral knocker 102 anddonkey oatey 212) since the first neutral knocker 102 move, the movemust follow both the donkey oatey 212 and neutral knocker 102 moverules; and, (2) where there has been interim separation between the twogame-pieces since the first neutral knocker 102 move, both game-piecesmay be moved to any empty hexagon 101 as if the first neutral knocker102 move. Finally, if the neutral knocker 102 and the rival donkey oatey212 occupy the same hexagon 101, an allied move may transfer the neutralknocker 102 to a hexagon 101 supporting the allied donkey oatey 212while simultaneously removing the rival donkey oatey 212 formerlysharing the hexagon 101 with the neutral knocker 102.

8. Donkey Oatey 212 Aspects: Morx 300.

A morx 300 is an aspect of the donkey oatey 212. Each set of allied andrival game-pieces suitably feature six morx 300 game-pieces: (1) thedown-feather 301; (2) the up-feather 302; (3) the way-down-feather 303;(4) the bitten-feather 305; (5) the inverted feather 304; and, (6) thelightning-bolt feather 306 (see FIGS. 4a and 6). These morx 300 arerespectively identified by an upside down feather, a right side upfeather, a stringy feather, a two-pronged feather, a side notchedfeather, and a lightning-bolt feather. The morx 300 are placed on hostmonads thereby upgrading a monad to one of six astrix 400: a doodle 401;an odd 402; a noodle 403; and earful 404; and off 501; and, an offul 502(see FIG. 6). The mechanisms for upgrading a host monad into an astrix400 are discussed further below.

The morx 300 are not usually immediately available to the contestants.Rather, each morx 300 has a triggering event that activates the morx 300for attachment to a host monad. The triggering events are as follows:the down feather 301 activates upon the first rival capture of an allieddonkey oatey 212 or foxy vix'n 211; the up-feather 302 activates uponthe first rival capture of an allied doodle 401; the way-down-feather303 activates upon the first rival capture of an allied odd 402; thebitten-feather 305 activates if elected to replace an allied nix 201that has advanced to the end of its column; the inverted feather 304activates after the first rival capture of an allied for mentor 207;and, the lightning-bolt feather 306 activates if elected to replace anallied nix 201 that has advanced to the end of its column. To create anastrix 400, the morx 300 generally need not attach to a monadimmediately upon activation because the upgrade can usually beaccomplished during a subsequent turn, or even during the opponentsturn.

a. Combining Morx 300 with Monads: Astrix 400 that Follow Foxy Vix'n 211Rules but Donkey Oatey 212 Movement Sequence.

FIG. 6 depicts the upgrade of a monad to an astrix 400 via a morx 300.Four of the six astrix 400, follow donkey oatey movement sequences, butfoxy vix'n 211 movement rules. The morx 300 may move away from its hostgame-piece if, as a turn and following the move rules, another monadoccupies the terminal hexagon 101. If the morx 300 transfers to a newhost game-piece, the astrix 400 abilities shift with the morx 300.

i. The Doodle 401.

The doodle 401 is the result of a monad/down feather 301 combination(see FIG. 6). Upon activation, the down feather 301 may then, or later,be placed on any un-captured monad. The resultant doodle 401 followsfoxy vix'n 211 rules, but donkey oatey 212 movement sequencing, startingas if the fourth donkey oatey 212 move.

ii. The Odd 402.

The odd 402 is the result of a monad/up-feather 302 combination (seeFIG. 6). Upon activation, the up feather 302 may then, or later, beplaced on any un-captured monad. The resultant odd 402 follows foxyvix'n 211 rules, but donkey oatey 212 movement sequencing, starting asif the third donkey oatey 212 move.

iii. The Noodle 403.

The noodle 403 is the result of a monad/way-down-feather 303 combination(see FIG. 6). Upon activation, the way-down-feather 302 may then, orlater, be placed on any un-captured monad. The resultant noodle 403follows foxy vix'n 211 rules, but donkey oatey 212 movement sequencing,starting as if the fifth donkey oatey 212 move.

iv. The Earful 404.

The earful 404 is the result of a monad/bitten-feather 305 combination(see FIG. 6). Upon activation, the bitten-feather 302 must immediatelybe placed on its host game-piece and the exchanged nix 201 must beremoved from the field 100. The resultant earful 403 follows the rulesof the noodle 403.

b. Combining Morx 300 with Monads. Astrix 400 that follow Tor Mentor 207Rules.

FIG. 6 depicts the upgrade of a monad to an astrix 400 via a morx 300.Two of the six astrix 400, follow for mentor 207 rules. The morx 300 maymove away from its host monad if, as a turn and following the moverules, it will land on another monad occupying its terminal hexagon 101.If the morx 300 transfers to a new host game-piece, the astrix 400abilities shift to that new host game-piece.

i. the Off 502.

The off 502 is the result of a monad/inverted-feather 304 combination(see FIG. 6). Upon activation, the inverted-feather 302 may then, orlater, be placed on any un-captured monad. The resultant off 502 followsfor mentor 207 move rules.

ii. The Offul 503.

The offul 503 is the result of a monad/crooked—20 feather 306combination (see FIG. 6). Upon activation, the crooked-feather 306 mustimmediately be placed on its captured or un-captured host monad and theexchanged nix 201 must be removed from the field 100. The resultantofful 503 follows the rules of the off 502.

Obtaining a Victory. In the game of the present application, victory maybe achieved in one of two ways: (1) strategizing a “perfect fix” on thefirst threat of capture to the opponent's drone 200 (see below); and (2)if a “perfect fix” is not possible on the first threat of the opponent'sdrone 200, by collecting more points than the opponent.

A “fix” is the endangerment of a rival drone for capture. When such aconfiguration is attained by a contestant, the “fixing” contestanttypically informs the “fixed” contestant. An imperfect fix occurs wherethe endangered drone 200 has the ability to escape in a singleadditional move. A “perfect fix” is the result of any game-piececonfiguration throughout the field 100 which results in an opposingdrone 200 necessarily occupying a terminal hexagon 101 of the alliedgame-pieces, despite the opportunity for an additional move. Fixing theopponents drone 200 is the only manner by which points are earned.

1. A Point Victory.

Points are generally used to determine the victorious contestant. Onepoint is usually awarded for “perfect fixes” (i.e. where the drone 200necessarily occupies a terminal hexagon 101 of the rival game pieces).Four-elevenths of a point is generally awarded for non-perfect “fixes”(i.e., where the drone 200 is endangered, but may move away or may beprotected from the endangerment). Seven-elevenths of a point is awardedif the imperfectly fixed contestant elects to end the game rather thanattempt an escape. Points may be tabulated on a game-play record. TABLE5 is an example of such a sheet.

2. The Perfect Fix On the First Drone 200 Endangerment.

Obtaining a perfect fix is an absolute victory if accomplished on thefirst endangerment of a drone 200 for capture. Victory results in thestated scenario since game movement will thereby terminate, and only thefixing party will have earned a point.

Although the method and apparatus is described above in terms of variousexemplary embodiments and implementations, it should be understood thatthe various features, aspects and functionality described in one or moreof the individual embodiments are not limited in their applicability tothe particular embodiment with which they are described, but insteadmight be applied, alone or in various combinations, to one or more ofthe other embodiments of the disclosed method and apparatus, whether ornot such embodiments are described and whether or not such features arepresented as being a part of a described embodiment. Thus the breadthand scope of the claimed invention should not be limited by any of theabove-described embodiments.

Terms and phrases used in this document, and variations thereof, unlessotherwise expressly stated, should be construed as open-ended as opposedto limiting. As examples of the foregoing: the term “including” shouldbe read as meaning “including, without limitation” or the like, the term“example” is used to provide exemplary instances of the item indiscussion, not an exhaustive or limiting list thereof, the terms “a” or“an” should be read as meaning “at least one,” “one or more,” or like,and adjectives such as “conventional,” “traditional,” “normal,”“standard,” “known” and terms of similar meaning should not be construedas limiting the item described to a given time period or to an itemavailable as of a given time, but instead should be read to encompassconventional, traditional, normal, or standard technologies that mightbe available or known now or at any time in the future. Likewise, wherethis document refers to technologies that would be apparent or known toone of ordinary skill in the art, such technologies encompass thoseapparent or known to the skilled artisan now or at any time in thefuture.

The presence of broadening words and phrases such as “one or more,” “atleast,” “but not limited to” or other like phrases in some instancesshall not be read to mean that the narrower case is intended or requiredin instances where such broadening phrases might be absent. The use ofthe term “assembly” does not imply that the components or functionalitydescribed or claimed as part of the module are all configured in acommon package. Indeed, any or all of the various components of amodule, whether control logic or other components, might be combined ina single package or separately maintained and might further bedistributed across multiple locations.

Additionally, the various embodiments set forth herein are described interms of exemplary block diagrams, flow charts and other illustrations.As will become apparent to one of ordinary skill in the art afterreading this document, the illustrated embodiments and their variousalternatives might be implemented without confinement to the illustratedexamples. For example, block diagrams and their accompanying descriptionshould not be construed as mandating a particular architecture orconfiguration.

INCORPORATIONS BY REFERENCE

This document hereby incorporates by reference the book titled “KIDDOS”BOOK of SIX in A DREAM® IN SIX DEMENTIANS” by Martin Emory O'Connor,published 2016 with Sir Real Pressure, Ink. P.O. Box 45, Lakeside,Calif. 92040. A copy of this book has been submitted with the initialfiling.

All original claims submitted with this specification are incorporatedby reference in their entirety as if fully set forth herein.

I claim:
 1. A method of playing a board game comprising the steps of:obtaining a board comprising a field defined by tessellated hexagons;obtaining at least two sets of rival game-pieces respectively movablebetween a start and a terminal hexagon by at least two rivalcontestants; moving the board relative to a fixed neutral game-piecethat is affixed to a table field according to pre-set rules, whereinsaid relative movement of said neutral game-piece alters said movabilityof said rival game-pieces; moving rival game-pieces on a turn by turnbasis based on the type of game-piece and pre-set rules; capturing saidrival game pieces as a consequence of game play; and earning points byendangering a hierarch game-piece.
 2. A method of playing a board gameaccording to claim 1 wherein the game board is hexagonal and defines apattern of ninety tessellated hexagons and an empty hexagon occupied bythe fixed neutral knocker, wherein six of the tessellated hexagonsoccupy each side of the hexagonal field and movement of game-pieces isonly permitted inside the perimeter of the hexagonal area.
 3. A methodof playing a board game according to claim 2 wherein each set of rivalgame pieces comprises one drone, eleven nixes, seven monads, onepirouette, two bureaucrats, one for mentor, and one foxy vix'n donkeyoatey.
 4. A method of playing a board game according to claim 3 whereinthe two sets of rival game-pieces feature at least one split personalitygame-piece with sequential movement durations that shift between saidpersonalities according to the pre-set rules.
 5. A method of playing aboard game according to claim 4 wherein each set of rival game-piecesfeatures at least one upgradeable game-piece.
 6. A method of playing aboard game according to claim 5 wherein said movability of saidgame-pieces is between hexagons by any manner within the list consistingof: across lines, along lines, shallow angle across lines, shallow anglealong lines.
 7. A method of playing a board game according to claim 6where the game-piece with the split personality is the foxy vix'n donkeyoatey.
 8. A method of playing a board game according to claim 7 whereinvictory is awarded to one of the contestants based on points earned. 9.A method of playing a board game according to claim 8 wherein the rulesof the game permit; the drone to move one hexagon in any direction“across lines” or “along lines;” the nixes to move two hexagons in afirst move and one hexagon in a subsequent move columnarly “acrosslines” toward the opponent; the monads to move one or more hexagons inany direction “along lines”; the pirouette to move one or more hexagonsin any direction “across lines”; the bureaucrats to move one or morehexagons in any direction “across lines”; the for mentor to move one ormore hexagons in any direction “across lines” or “along lines”; the foxyvix'n to move in any direction straight “across lines,” or “shallowangled” “across lines” and may “jumps” non-moving game-pieces; anddonkey oatey to move in any direction straight “across lines,” or“shallow angled” “across lines” and may “jumps” non-moving game-pieces.10. A method of playing a board game according to claim 9 wherein themovement duration for foxy vix'n is preset and depends on the number oftimes foxy vix'n has previously been moved; the foxy vix'n's firstmovement is one hexagon; second, two hexagons; third, three hexagons;fourth, four hexagons; and, five hexagons for any move thereafter.
 11. Amethod of playing a board game according to claim 10 wherein themovement duration for the donkey oatey is preset and depends on thenumber of times donkey oatey has previously been moved; the first andsecond movements are both electively one or two hexagons; its third,four hexagons; fourth, three hexagons; its fifth, five hexagons; itssixth, six hexagons; its seventh, four hexagons; its eighth, eighthexagons; its ninth, six hexagons; its tenth, five hexagons; eleventh,three hexagons; twelfth, four hexagons; thirteenth, two hexagons; andfourteen, begin a repeat of the sequence starting at the third move. 12.A method of playing a board game according to claim 11 where thepersonalities of the foxy vix'n donkey oatey may alternate based onvarious events.
 13. A method of playing a board game according to claim12 wherein; the drone is initially positioned at the point of the fieldbehind all other game-pieces; the nixes are initially positionedopposingly to the rival game-pieces, one per column in front of theother allied game-pieces; the monads are initially positioned behind thenix at the respective corners of the field in the same relativepositions as, but not mirrored to, the rival monad game-pieces; thepirouette is initially positioned behind the nix and among the monads,in the same relative positions as, but not mirrored with, the equivalentrival game-pieces; the bureaucrats are initially positioned behind thenix and among the monads, in the same relative positions as, but notmirrored with, the equivalent rival game-pieces; the for mentor isinitially positioned behind the nix and next to the allied drone; andthe foxy vix'n donkey oatey is initially positioned on the player's leftside, behind the nix, and among the monad and bureaucrat game-pieces.14. A method of playing a board game according to claim 13 that featuresthe neutral game piece has loyalty to neither opponent and may be movedby either player, at least once per game so that both rival and alliedgame-piece movements are blocked passively thereby.
 15. A method ofplaying a board game according to claim 14 wherein the sets of gamepieces further comprises six morx game pieces.
 16. A method of playing aboard game according to claim 15 wherein the pre-set rules permit theupgrade of a monad to an astrix by placing a morx on a monad.
 17. Amethod of playing a board game according to claim 16 wherein one pointis awarded when the drone necessarily occupies a terminal hexagon of arival game piece, four elevenths of a point is awarded is the drone isendangered, but can move away from the danger, and seven elevenths isawarded if the drone is endangered and the contestant elects to end thegame rather than escape.
 18. A method of playing a board game comprisingthe steps of: obtaining a game board defined by a pattern of ninetytessellated hexagons and an empty hexagon, where the pattern is situatedwhereby six of the tessellated hexagons occupy each side of thehexagonal field and movement of game-pieces is only permitted insideperimeter of the hexagonally area; obtaining at least two sets of rivalgame-pieces comprising six morx, one drone, eleven nixes, seven monads,one pirouette, two bureaucrats, one for mentor, and one foxy vix'ndonkey oatey wherein the pieces are respectively movable between a startand a terminal hexagon by at least two rival contestants wherein thedonkey oatey is a split personality game-piece with sequential movementdurations that shifts between said personalities according to a set ofpre-set rules; wherein the six morx comprise the following pieces, thedown-feather, the up-feather, the way-down-feather, the bitten-feather,the inverted feather, and the lightning-bolt feather; setting up thegame board so that the drone is initially positioned at the point of thefield behind all other game-pieces; the nixes are initially positionedopposingly to the rival game-pieces, one per column in front of theother allied game-pieces; the monads are initially positioned behind thenix at the respective corners of the field in the same relativepositions as, but not mirrored to, the rival monad game-pieces; thepirouette is initially positioned behind the nix and among the monads,in the same relative positions as, but not mirrored with, the equivalentrival game-pieces; the bureaucrats are initially positioned behind thenix and among the monads, in the same relative positions as, but notmirrored with, the equivalent rival game-pieces; the for mentor isinitially positioned behind the nix and next to the allied drone; andthe foxy vix'n donkey oatey is initially positioned on the player's leftside, behind the nix, and among the monad and bureaucrat game-pieces;positioning a fixed neutral game piece in the empty hexagon; changingthe pattern by moving the board relative to the fixed neutral game-piecewith loyalty to neither opponent, where said relative movement may beaccomplished by either player, at least once per game so that both rivaland allied game-piece movements are blocked passively thereby saidneutral game piece; moving rival game-piece on a turn by turn basisbetween hexagons wherein the pre-set rules of the game permit the droneto move one hexagon in any direction “across lines” or “along lines”;the nixes to move two hexagons in a first move and one hexagon in asubsequent move columnarly “across lines” toward the opponent; themonads to move one or more hexagons in any direction “along lines”; thepirouette to move one or more hexagons in any direction “across lines”;the bureaucrats to move one or more hexagons in any direction “acrosslines”; the for mentor to move one or more hexagons in any direction“across lines” or “along lines”; the foxy vix'n to move in any directionstraight “across lines,” or “shallow angled” “across lines” and may“jumps” non-moving game-pieces; and donkey oatey to move in anydirection straight “across lines,” or “shallow angled” “across lines”and may “jumps” non-moving game-pieces; wherein the movement durationfor foxy vix'n is preset and depends on the number of times foxy vix'nhas previously been moved; the foxy vix'n's first movement is onehexagon; second, two hexagons; third, three hexagons; fourth, fourhexagons; and, five hexagons for any move thereafter; wherein themovement duration for the donkey oatey is preset and depends on thenumber of times donkey oatey has previously been moved; the first andsecond movements are both electively one or two hexagons; its third,four hexagons; fourth, three hexagons; its fifth, five hexagons; itssixth, six hexagons; its seventh, four hexagons; its eighth, eighthexagons; its ninth, six hexagons; its tenth, five hexagons; eleventh,three hexagons; twelfth, four hexagons; thirteenth, two hexagons; andfourteen, begin a repeat of the sequence starting at the third move;wherein the pre-set rules permit the upgrade of a monad to an astrix byplacing a morx on a monad at a triggering event, thereby upgrading amonad to one of six astrix; a doodle, an odd, a noodle, an earful, anoff, and an offul; wherein the triggering events are as follows; thedown feather activates upon the first rival capture of an allied donkeyoatey or foxy vix'n; the up-feather activates upon the first rivalcapture of an allied doodle; the way-down-feather activates upon thefirst rival capture of an allied odd; the bitten-feather activates ifelected to replace an allied nix that has advanced to the end of itscolumn; the inverted feather activates after the first rival capture ofan allied for mentor; and, the lightning-bolt feather activates ifelected to replace an allied nix that has advanced to the end of itscolumn; wherein the doodle is the result of a monad/down feathercombination and follows foxy vix'n rules, but donkey oatey movementsequencing, starting as if the fourth donkey oatey move; wherein the oddis the result of a monad/up-feather combination and follows foxy vix'nrules, but donkey oatey movement sequencing, starting as if the thirddonkey oatey move; wherein the noodle is the result of amonad/way-down-feather combination and follows foxy vix'n rules, butdonkey oatey movement sequencing, starting as if the fifth donkey oateymove; wherein the earful is the result of a monad/bitten-feathercombination, and immediately replaces the nix, and follows the rules ofthe noodle; wherein the off is the result of a monad/inverted-feathercombination and follows for mentor move rules; wherein the offul amonad/crooked feather combination and follows the rules of the off;capturing game pieces as a consequence of game play; earning pointswherein one point is awarded when the drone necessarily occupies aterminal hexagon of a rival game piece, four elevenths of a point isawarded is the drone is endangered, but can move away from the danger,and seven elevenths is awarded if the drone is endangered and thecontestant elects to end the game rather than escape, awarding onecontestant a victory based on points earned.